<?xml version="1.0"?>
<rss version="2.0"><channel><title>W3D Hub News</title><link>https://w3dhub.com/forum/rss/1-w3d-hub-news.xml/</link><description>News from W3D Hub</description><language>en</language><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450261-red-alert-a-path-beyond-game-night/?do=findComment&comment=763230]]></link><description>On May 3rd at 7 PM GMT</description><pubDate>Sat, 11 Apr 2026 19:27:49 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450260-red-alert-a-path-beyond-game-night/?do=findComment&comment=763229]]></link><description>[blurb]On May 2nd at 7 PM GMT[/blurb]</description><pubDate>Sat, 11 Apr 2026 19:27:04 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450259-red-alert-a-path-beyond-game-night/?do=findComment&comment=763228]]></link><description>[blurb]On May 1st at 7 PM GMT[/blurb]</description><pubDate>Sat, 11 Apr 2026 19:25:23 +0000</pubDate></item><item><title>Red Alert 2: Apocalypse Rising Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450258-red-alert-2-apocalypse-rising-game-night/?do=findComment&comment=763227]]></link><description>[blurb]On April 25th at 7 PM GMT[/blurb]</description><pubDate>Sat, 11 Apr 2026 19:23:40 +0000</pubDate></item><item><title>Red Alert 2: Apocalypse Rising Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450257-red-alert-2-apocalypse-rising-game-night/?do=findComment&comment=763226]]></link><description>[blurb]On April 23rd at 7 PM GMT[/blurb]</description><pubDate>Sat, 11 Apr 2026 19:22:05 +0000</pubDate></item><item><title>Interim Apex Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450256-interim-apex-game-night/?do=findComment&comment=763225]]></link><description>[blurb]On April 18th at 7 PM GMT[/blurb]</description><pubDate>Sat, 11 Apr 2026 19:21:15 +0000</pubDate></item><item><title>W3D and W3X Export Tools for 3DS Max 2023 version 1.9.0 released!</title><link><![CDATA[https://w3dhub.com/forum/topic/450214-w3d-and-w3x-export-tools-for-3ds-max-2023-version-190-released/?do=findComment&comment=763119]]></link><description><![CDATA[I have released a new version of the W3D and W3X export tools. These are built to work with 3DS Max 2023 and contain various fixes.
 


	This pack contains:
 


	
		W3D Exporter for 3DS Max 2023 - New tools for Max 2023 to export W3D files
	
	
		W3X Exporter for 3DS Max 2023 - New tools for Max 2023 to export W3X files
	
	
		W3D Viewer -  A model viewer for W3D files
	
	
		W3D Dump - A tool to open W3D files and see the contents
	
	
		The source code to to the W3D Exporter, W3X Exporter, wdump.exe and memorymanager.dll
	



	Read the readme.txt file for details of how to install the plugin and notes about how to use it.
 


	Please test this and please report any bugs to me so they can be fixed.
 


	If you have any questions, you can find me here, on the w3dhub discord, on the 3rd Age discord, the SAGE Engine Modding discord or various other C&amp;C discord groups.]]></description><pubDate>Sat, 07 Mar 2026 10:41:38 +0000</pubDate></item><item><title>Red Alert 2: Apocalypse Rising Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450199-red-alert-2-apocalypse-rising-game-night/?do=findComment&comment=763094]]></link><description>[blurb]On March 1st at 8 PM GMT[/blurb]</description><pubDate>Sun, 15 Feb 2026 22:37:05 +0000</pubDate></item><item><title>Interim Apex Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450198-interim-apex-game-night/?do=findComment&comment=763093]]></link><description>[blurb]On February 25th at 8 PM GMT[/blurb]</description><pubDate>Sun, 15 Feb 2026 22:36:11 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450197-red-alert-a-path-beyond-game-night/?do=findComment&comment=763092]]></link><description>[blurb]On February 24th at 8 PM GMT[/blurb]</description><pubDate>Sun, 15 Feb 2026 22:35:35 +0000</pubDate></item><item><title>Battle for Dune: War of Assassins Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450196-battle-for-dune-war-of-assassins-game-night/?do=findComment&comment=763091]]></link><description>[blurb]On February 23rd at 8 PM GMT[/blurb]</description><pubDate>Sun, 15 Feb 2026 22:34:43 +0000</pubDate></item><item><title>Expansive Civilian Warfare Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450195-expansive-civilian-warfare-game-night/?do=findComment&comment=763090]]></link><description>[blurb]On February 22nd at 8 PM GMT[/blurb]</description><pubDate>Sun, 15 Feb 2026 22:33:39 +0000</pubDate></item><item><title>Tiberian Dawn: Ground Zero Update #7</title><link><![CDATA[https://w3dhub.com/forum/topic/450193-tiberian-dawn-ground-zero-update-7/?do=findComment&comment=763084]]></link><description>[blurb][/blurb]
 


	
 


	Hello, and welcome to this long overdue Tiberian Dawn: Ground Zero update! Wheels may have been turning a little slowly due to exterior factors, but they have been turning! It's about time we show off some of the fruits of these endeavors!
 


	REFINERY
 


	We finally have the last of ACK's original structures set up and ingame! Thanks to @ TeamWolf , the Refinery is on the battlefield at long last! It should be noted that the interior is due for a rework, but this will give an idea of what to expect from a broad perspective. Plus, it is nice to see this structure properly ingame and not just in renders! 
	 
	
 


	
 


	
 


	FLAME TANK
 


	Now we come to a two-parter of this blog that I like to designate as the " @ Romanov is amazing" segment! He has generously modeled out for us a new Flame Tank! 
	 
	In-game, this vehicle will act as a "battering ram" of sorts. While it sports relatively low range, it more than makes up for it with frightening damage output and the strongest armor in the entire Nod arsenal. When escorted by units able to handle ranged threats, a Flame Tank will make short work of structures and infantry battalions alike, while also packing a serious punch against any vehicle that dares to get too close.
 


	
 


	
 


	STEALTH TANK
 


	Part 2 of the "@ Romanov is amazing" segment! The two vehicles I anticipated having the most difficulty getting models for just happened to be the two he decided to whip up for us! Everybody stroke his ego and give Krystal a sandwich!
 


	In-game, the Ezekiel's Wheel Stealth Tank will be the ultimate vehicle hunter. While it won't have the armor to survive a direct encounter, it does sport the Lazarus Shield cloaking technology, giving the vehicle the ability to seemingly vanish into thin air. While cloaked, it maneuvers into position to ambush GDI armor, ripping them to pieces with powerful missiles, before disappearing into the ether once again.
 


	
 


	
 


	VEHICLE SCOPES
 


	This is a feature that AR players may already be familiar with thanks to the Sniper IFV, but in case you aren't familiar, we now have the ability to give sniper scopes to vehicles. This is a feature we'll be making extensive use of in GZ given how much it will come in handy for the long range combat you can expect.
 


	Here's an early example of what this will look like on the Apache. In addition to the scope, though, eagle eyed viewers might spot something else hidden in plain sight...
 


	
 


	CONCLUSION
 


	And that's that for now! It might be a moment before we return as I assist APB on the Naval side and BfD with audio for their vehicle release, but our wheels will still be turning! Ta~ta for now!</description><pubDate>Sun, 15 Feb 2026 18:23:46 +0000</pubDate></item><item><title>1.2.3.3/1.0.1.3 Release (Major stability improvements and bug fixs)</title><link><![CDATA[https://w3dhub.com/forum/topic/450166-12331013-release-major-stability-improvements-and-bug-fixs/?do=findComment&comment=763033]]></link><description>[blurb]The PLECOSTOMUS have grown fat on people's internetz for far too long, it&#x2019;s time for them to go on a diet.[/blurb]This release contains massive stability improvements (for the server), some rework to the crime system and treasure chests, and tons of bug fixes.New Stuff
 


	
		Treasure chest system has been reworked:
		
			
				There are now only 3 treasure chests at the bottom of the ocean instead of 20.
			
			
				Treasure chests are now generated once every 1-3 days after a chest was found.
			
			
				Treasure chest locations are now saved between games, so even if the server restarts/crashes the chests will be in their same spot on the next load.
			
			
				There is now a treasure map that gives hints where the treasure chests are located.
			
			
				Treasure chests are now worth $25,000,000 to $50,000,000.
			
			
				
			
		
	
	
		Players will now see security cameras scattered around the map, while in line of site of these cameras any crime committed will go toward the players bounty (previously only 10% of the crime was counted when out of line of site of cops, now 0% is counted but obviously with cameras the chances of being spotted is much higher). There is also now a high score for killing these cameras.
	
	
		The crime system now has indicators below the radar on the HUD:
		
			
				Green (Pathfind Icon) means you&#x2019;re in a pathfindable zone, you must be in pathfind in order to gain bounty.
			
			
				Yellow (Camera/Eye) means you are in line of sight of a security camera (newly added all over the map) or a police officer/vehicle, this is required to gain crime stats.
			
			
				Red (Hand Cuffs) means you can be arrested/killed to get the bounty, for the most part this requires you being in a path findable areas, and having been in game for a few minutes.
			
			
				
			
		
	
	
		Mars Rover can now over heat, running the laser too long will cook the driver (there may or may not be a perk that will extend the time the laser can be run without cooking the driver). There have been some new high scores added related to this as well.
	
	
		I'm shipping the original release with a slimmed down version of scripts, that seems to decrease blackscreen issues (this is just a trial run) in order to host locally you'll need to rename scriptsFull.dll to scripts.dll.
	
	
		Beyond that there has been no new content as previously mentioned.
	



	Improvements/Tweaks
 


	
		TONS of pathfinding changes, for the most part the pathfind area is much smaller than it used to be; however, this also will improve stability (basically the issue was if a VEHICLE tried to pathfind out of certain spots, the pathfind network would overflow and choke itself if it couldn&#x2019;t figure out how to get to the target location). I&#x2019;m not promising 100% no crashes, but this is a MASSIVE improvement. Notes:
		
			
				Roofs and building interiors are no longer pathfindable.
			
			
				If you wedge yourself into a spot a cop car can't get, chances are it is out of pathfind, and if its not there is a chance that that spot can cause a crash.
			
			
				See Images bleow to get a better idea of how much smaller the pathfind area is now.
			
			
				
			
		
	
	
		Increased the resolution of the HUD_Main and made radar markers besides the star smaller (goal here is to make objective markers easier to see when lots of markers are on the radar).
		
			
				
			
		
	
	
		The Crime system now has different jail sentence times based on the crime committed, previously it was just randomly generated and the same for all crimes.
	
	
		Bail costs now cost roughly 10x as much as they used to.
	
	
		Special thanks to Seifmagdi, he reverse engineered &#x201C;Is_In_Pathfind_Sector&#x201D; previously I was detecting pathfind by testing if a bot moved toward a player which required a ton of extra checks and a lot more time to scan if the bot made the attempt, now the code can check it live.
	
	
		Added 21 more message in a bottle hints and updated several of the old ones.
	
	
		More train blockers now only exist when the train is near by (specifically the ones on the main land).
	
	
		Volorus Cervous now weighs more (this will make it slightly more sluggish to change directions).
	
	
		Being pathfind has been reduced certain events (Ants/Abominations) have to have been repositioned so they spawn in pathfind still.
	
	
		Several spots on the map have had their terrain smoothed out to make pathfinding easier (the ledge by the little park near the housing, the step drop off by the road and fountains, and the super steep hill by the bridge).
	
	
		Removed 309 draw calls from the main map, probably won&#x2019;t make any difference but you never know, could help lower end machines.
	
	
		Server crash dumps now report players in game as well as their locations, which will help me pin down other pathfind related crashes in the future.
	
	
		Cops will now go to the location of the criminal at higher wanted levels instead of just parking at the end of the block.
	
	
		Cat unlock code is now tied to a different thing (possibly something Mutant Assault related).
	
	
		Pole dancer payout has been reduced from 25 to 10.
	
	
		Renegade weapons now cost 10x what they used to, they were the stock Ren prices which made them horribly disbalanced once favorited.
	
	
		Nerfed the professional racer perk, it only does 2.5% instead of 10%.
	
	
		911 should now list all players that have a bounty over 50k.
	
	
		General code cleanup of several systems.
	
	
		Reduced how long players are counted for &#x201C;being seen&#x201D; (cops used to count a player as being in the line of sight for up to 15 seconds after last being seen, now this has been reduced to 5 seconds).
	



	Bug Fixes
 


	
		Fixed a crash with the original release that could cause the game to crash if there were too many human characters on the map at once.
	
	
		Fixed the LOD for the industrial train station and tunnels in A69&#x2019;s underground popping out too soon.
	
	
		Cops should no longer just forget about people that attacked them if those people don&#x2019;t have a wanted level currently.
	
	
		Fixed a bug that would cause cops to hate you forever even after you&#x2019;d died and lost your wanted level.
	
	
		Fixed a bug that would cause damaging cops/vehicles to count for multiple crimes instead of a single offense.
	
	
		Selected perks code will no longer overflow the text buffer if the player has a lot of perks with long names.
	
	
		Possible crash fixes with the high score system, although I don&#x2019;t think they could ever be hit, so its more of a fix for Visual Studio so its not throwing warnings anymore.
	
	
		Player cat and several other player characters no longer get armor and health they shouldn&#x2019;t.
	
	
		Phone no longer works while in the sewers, just too far under ground to get a signal.
	
	
		Tutorial house no longer sells for NaN.
	
	
		Fixed some bugs in how ECW&#x2019;s date calculations worked, in theory they could bug and cause undesired issues.
	
	
		Credit cards can now be charged vastly more, preventing players from being stuck in jail forever if they have large bounties.
	
	
		Fixed a script that was repositioning objects client side&#x2026; or suppose to at least&#x2026; to actually do so.
	
	
		Motel shades should now be in their correct positions instead of floating off the walls.
	
	
		Fixed some high scores not showing up on the in game reader boards.
	
	
		Ogel cat now has a high score for being killed.
	
	
		Fixed a bug that would cause multiple treasure chests to spawn in the same spot.
	
	
		Fueling technician perk now unlocks correctly.
	
	
		Fixed a bug with the Gmax Job that would give you tips for the Hazmat job instead.
	
	
		Fixed a script that wasn&#x2019;t sending the message from the player, which resulted in several high scores not being tracked correctly.
	
	
		Train job now tracks player squishes correctly.
	
	
		Players will no longer be able to pick up their own debt cards after dying.
	
	
		Fixed a bug that would cause cops to be unable to see players driving vehicles.
	
	
		Cops should no longer continue to unload their weapons if a friendly drives into their line of sight.
	
	
		Fixed several weapons being able to be refilled off the PT terminals that say "unavailable."</description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2026_01/image.png.66d36a04420a1a71addad9a0df838ec9.png" length="921952" type="image/png"/><pubDate>Sat, 24 Jan 2026 19:31:43 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450150-red-alert-a-path-beyond-game-night/?do=findComment&comment=762994]]></link><description>[blurb]
 


	On January 3rd at 8 PM GMT
 


	[/blurb]</description><pubDate>Sat, 03 Jan 2026 01:55:41 +0000</pubDate></item><item><title>Battle for Dune: War of Assassins Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450126-battle-for-dune-war-of-assassins-game-night/?do=findComment&comment=762964]]></link><description>[blurb]On December 26th at 8 PM GMT[/blurb]</description><pubDate>Tue, 23 Dec 2025 23:31:37 +0000</pubDate></item><item><title>RA2:AR - Update 0.9.0.9</title><link><![CDATA[https://w3dhub.com/forum/topic/450121-ra2ar-update-0909/?do=findComment&comment=762956]]></link><description><![CDATA[Celebrating the life of Udo KierLast month we were saddened by the unfortunate news that Udo Kier, who played the psychic mastermind Yuri in Red Alert 2 and Yuri's Revenge, sadly passed away at the age of 81. Udo's performance as Yuri in RA2 became one of those rare moments where an actor doesn’t just play a character—they reshape an entire community’s culture. His eerie performance as Yuri transcended his role as a simple RTS villain, becoming a cult figure in the world of strategy games that players would rally around and quote for decades to come.
 


	In memory of the great theatrical performance that Udo gave us in his role as Yuri, we have released a new patch which aims to introduce some of the spirit and flavour of Yuri's forces into Apocalypse Rising in order to carry on the legacy of Udo's impact on the Command &amp; Conquer Community. Credit to @ Battle Dreadnought  for the image below.
 


	
 


	R.I.P Udo Kier - 1944 - 2025
 


	Hail to the great Yuri.
 


	[blurb]The latest update for Apocalypse Rising is out, celebrating the life and influence of Udo Kier.[/blurb]
 


	Update 0.9.0.9
 


	The changelog for update 0.9.0.9 is below:
 




	 
 


	Yuri is Master!
 


	Head over to the discord for all of out latest updates.
 


	As ever, feel free to leave your feedback and we'll hopefully address the issues in the next update! We'll hopefully be focusing on performance moving forward whilst working on some new maps (as well as balance updates), so stay tuned in the new year for that!
 


	Have a very Merry Christmas and a Happy New Year!
 


	- @ OWA , @ moonsense715  and the AR Dev Team]]></description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2025_12/GAME-NIGHT---YURI-02.jpg.51f61b603c3af7af022d709bef46c24d.jpg" length="1598865" type="image/jpeg"/><pubDate>Mon, 22 Dec 2025 01:08:31 +0000</pubDate></item><item><title>Apocalypse Rising makes it into the top 100!</title><link><![CDATA[https://w3dhub.com/forum/topic/450117-apocalypse-rising-makes-it-into-the-top-100/?do=findComment&comment=762952]]></link><description><![CDATA[A massive thank you to everyone who voted for us in the first round of the IndieDB Awards this year!
 


	We're proud to announce that we've made it into the top 100, which is incredible for a relatively small and obscure fan project like ours!
 


	There's now two days left to vote for us again to make it into the top 10, so we are calling upon your help again! Please help us put this ol' C&amp;C fan game into the public eye!
 


	You can vote for us by clicking the image below!
 


	
 


	[blurb]Comrades! We need your help to get into IndieDB's top 10! Head to IndieDB and support C&amp;C fan games like ours![/blurb]]]></description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2025_12/Indie-of-the-year-2025_AR-vote-01.png.b0794952c8115ac8fb21c6d8370b3035.png" length="3254916" type="image/png"/><pubDate>Thu, 18 Dec 2025 22:00:09 +0000</pubDate></item><item><title>Vote for Red Alert 2: Apocalypse Rising in the Indie of the Year Awards!</title><link><![CDATA[https://w3dhub.com/forum/topic/450109-vote-for-red-alert-2-apocalypse-rising-in-the-indie-of-the-year-awards/?do=findComment&comment=762940]]></link><description>Hi folks! We haven't been eligible in a while, but since we released this year, we're in the running for ModDB's Indie of the Year Awards 2025!
 


	There's only 2 days left to vote, but your vote could help us break into the top 100!
 


	Please consider supporting us by leaving a vote at the link below!:
 


	Link: &#x2192; https://www.moddb.com/games/red-alert-2-apocalypse-rising
 


	
 


	[blurb]Nominate us for the Indie of the Year awards top 100![/blurb]</description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2025_12/image.png.0829cb9a4dc0f51af938cec7a30b5361.png" length="1901038" type="image/png"/><pubDate>Mon, 08 Dec 2025 18:30:25 +0000</pubDate></item><item><title>Expansive Civilian Warfare Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450102-expansive-civilian-warfare-game-night/?do=findComment&comment=762932]]></link><description>On December 7th at 8 PM GMT</description><pubDate>Mon, 01 Dec 2025 15:49:46 +0000</pubDate></item><item><title>Red Alert 2: Apocalypse Rising Commemorative Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450101-red-alert-2-apocalypse-rising-commemorative-game-night/?do=findComment&comment=762931]]></link><description>[blurb]On December 6th at 8 PM GMT 
	Commemorating the life of actor Udo Kier, who portrayed Comrade Yuri in the FMVs.[/blurb]</description><pubDate>Mon, 01 Dec 2025 15:07:54 +0000</pubDate></item><item><title>Red Alert: A Path Beyond Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450093-red-alert-a-path-beyond-game-night/?do=findComment&comment=762914]]></link><description>[blurb]On November 29th at 8 PM GMT[/blurb]</description><pubDate>Thu, 20 Nov 2025 04:12:30 +0000</pubDate></item><item><title>1.2.3.2/1.0.1.2 Release (Small Patch)</title><link><![CDATA[https://w3dhub.com/forum/topic/450091-12321012-release-small-patch/?do=findComment&comment=762912]]></link><description>[blurb]This is just a small update that adds the B-52 Bomber, as well as several fixes and improvements.[/blurb]
 


	This is just a small update that adds the B-52 Bomber, as well as several fixes and improvements.
 


	New Features
 


	
		B-52 Bomber has been added, enjoy doing bombing runs on unsuspecting targets!
	
	
		Added some new net code to support syncing the B-52&#x2019;s bombs (yes, they inherit the physics of the plane)
	
	
		
			
				
			
		
	



	
		Pin System has been reworked a bit to make it more secure:
		
			
				Server now logs players out after 2 minutes if they haven&#x2019;t successfully entered a pin.
			
			
				Server now logs players out after 5 incorrect pin attempts.
			
		
	



	Improvements/Bug Fixes
 


	
		Updated taxi paths, taxis will now drop players off at the hospital, closer to the motel, and near the police parking garage instead of dumping them in the middle of the road.
	
	
		Updated the data in the crash dumps file to include a list of players as well as the game running time to assist me in debugging.
	
	
		Civilian cars no longer de-spawn on an empty server (This was originally in place to keep the server from being hammered all day, but the new server is plenty powerful to not suffer from this).
	
	
		Upgraded how serverStatus.txt is updated, during map loading it now is updated to &#x201C;Loading&#x2026;&#x201D;
	
	
		If the server locks up it will now restart within 30 seconds, this originally wasn&#x2019;t possible as I couldn&#x2019;t detect when the server was loading, but that feature is now possible with bhs updates.
	
	
		Master of Disguise&#x2019;s wording no longer implies that the player won&#x2019;t be detected by home defenses.
	
	
		Code formatting and structure cleanup as usual to help my sanity.</description><pubDate>Thu, 20 Nov 2025 03:19:55 +0000</pubDate></item><item><title><![CDATA[Battle For Dune: War of Assassins - Halloween Update - 1.0.1.3 Spooks & Bangs!]]></title><link><![CDATA[https://w3dhub.com/forum/topic/450074-battle-for-dune-war-of-assassins-halloween-update-1013-spooks-bangs/?do=findComment&comment=762875]]></link><description>Hey everyone, as always, it's been awhile since we last did one of these, to the point where we should probably call them annual Blogs at this point! But like always, we've focused on packing as much great content into this blog and game Update as we felt we could! So without further a-do...
 


	Battle for Dune: War of Assassins Infantry Release Update 1.0.1.3Last night we released BFD's 13th Update, in honour of tonight's Game Night and Halloween!
 


	This juicy update contains balance changes, bug fixes, new features and new maps! Here's the changelist:
 




	Due to the amount of patches to the Launch Build we've pushed over the last 3 years, the patching process for the game has become a bit messy. So, to address this, Release 1.0.1.3 is a full build meaning that it's going to be 5.36gb big, sorry for the late notice!
 


	New Grenade Markers@ GeneralCamo has been hard at work to enhance the gameplay around our Projectiles, and in this case it's especially improved our Grenade gameplay!
 


	Before, Grenades were hard to see and harder to land a skilful frag with due to them being incredibly hard to see and track. Now we've got a new feature that creates an Objective Marker for them!
 


	
 


	
 


	With this, you can now see where Grenades are, where you've thrown them and where to run away from!
 


	Team DeathmatchTeam Deathmatch has been in Battle for Dune for over 2 years now, as a trolley dash to eliminate as many hostiles as possible within a 7 minute time limit, with the highest scoring Team being the victor!
 


	Thanks to the efforts of @ cyberarm TDM is now it's own Game Mode, with both Teams now aiming towards a kill score of 30 to win the match!
 


	
 


	Forest of IllusionThose of you who have been around the community long enough will instantly know what these three words mean, their history and how they are deeply associated with Red Alert: A Path Beyond's infamous Infantry Only map, with it's many incarnations! For those of you who don't...
 


	We invite you to the creepy, spooky and cryptic Forest of Illusion. Set near the lands of the Witches on Caladan, Forest of Illusion is a chilling place, where many of Caladan's finest throughout history are buried and honoured.
 


	
 


	On these sacred grounds however, is precisely where House Harkonnen plan to strike a morale blow to House Atreides, claiming it's territory and desecrating these shrines who have loyally served for thousands of Generations.
 


	
 


	Will you let House Harkonnen defile these Tombs and Burial Grounds, or will you protect your ancestors across Conquest and Team Deathmatch!
 


	EAT ALL THE SWEETS!That's it for another Battle for Dune: War of Assassins update, we really hope you've enjoyed reading it and liked what you've seen! Please join us at 7pm GMT tonight (less an hour, how great am I at this?) for some spooky fun on Forest of Illusion!</description><enclosure url="https://w3dhub.com/forum/uploads/monthly_2025_10/image.jpeg.4b6988a7ac3f7bd8232af01406593d55.jpeg" length="219395" type="image/jpeg"/><pubDate>Fri, 31 Oct 2025 18:08:31 +0000</pubDate></item><item><title>Battle for Dune: War of Assassins Game Night</title><link><![CDATA[https://w3dhub.com/forum/topic/450071-battle-for-dune-war-of-assassins-game-night/?do=findComment&comment=762867]]></link><description>[blurb]On October 31st at 7 PM GMT[/blurb]</description><pubDate>Wed, 29 Oct 2025 17:52:50 +0000</pubDate></item></channel></rss>
